Avatar of Corporal Lance
  • Last Seen: 7 yrs ago
  • Old Guild Username: Corporal Lance
  • Joined: 11 yrs ago
  • Posts: 417 (0.11 / day)
  • VMs: 0
  • Username history
    1. Corporal Lance 11 yrs ago

Status

Recent Statuses

7 yrs ago
Current They all laughed at Billy Joe and his accent until he drew his Holy Adjudicator bathed in light and fire. The "I Reckon-ing" was upon them.
6 likes
7 yrs ago
Burn the land, boil the sea... K-I-S-S-I-N-G?
2 likes
7 yrs ago
"I wonder why my shirts have holes toward the bottom?" I think to myself, wrapping my shirt around another twist-off bottle cap for leverage.
5 likes
7 yrs ago
Feelin' like a newb again
9 yrs ago
Man, Zelda can be SCARY when you learn how to use her. Dem heels doe...

Bio

User has no bio, yet

Most Recent Posts

Me and Rex are working on something together in a Titanpad, so I think for the most part (save the brand new created characters) everyone has a partner to fight.

Also, made some big edits to my Character Sheet (linked for your convenience). I'll list the changes below:

- Stats redone. I misunderstood the stat system, and thought that the total amount of points I rolled I would get to add as I saw fit to each of my stats instead of having a single roll represent a stat, which frankly would have been much easier and i seem to be the only one who screwed that up anyway. So I fixed it before anyone else noticed and the new result works better with the class anyhow.
-Nerfed Blood Mary's starting skill. Changed it from Fire/Dark element to just Fire for simplicity and clarity, changed the effect from "deal 1/3 additional magical damage" which was pretty OP for a starting skill to "add Intelligence modifier, or if it's already being used add 1/2 that and round down". Much better.
-Changed the weapon. Instead of just a brawler, I'm going to make her fighting style more unique, of which will be shown once the fighting begins.
-Revamped the Core Ability. Instead of gaining more demonic elements as the fight progresses at the cost of her attack turn, she changes into a demon "form" in one with the same requirements. With 5 steps to being full demon and 5 round matches, it didn't make sense. In addition, the bonuses she received that were very specific are now more general and fit better, serving as a sort of "style change" as a core ability, switching between spell-heavy more defensive Magic Melee to quick-blitz offensive Physical Melee. It works better in my opinion.

It's easier to just read the sheet again and reapprove it than note differences. I would honestly suggest it because minus the basic aesthetics like history and appearance, under-the-hood stats and abilities-wise she's undergone major changes.
Awesome, site's back up. I'm back home now, made all my flights just fine, so I'll be good to go when the ball starts rolling.
Well... I almost missed my flight just now. Nearly missed the one they routed me to as well (stroke of good luck got it delayed), so I'm recovering from several minor heart attacks at the moment. Showing up somewhere around midnight, have stuff to do before I sleep, need to be up around six and I'm on Day 2 of no sleep already. But I got this going for me, which is nice. I'll be playing catch-up tomorrow, though, for obvious reasons.
Name: Lissamarie Angelica Hawethorne

Alias: "Bloody Mary"

Age: 15

Class: Striker Witch

An (literally!) unholy union between the martial and arcane arts, a Striker Witch specializes in overwhelming opponents in melee combat through physical attacks and magic buffs and area spells. This class maintains the edge of being able to dominate other classes in close while maintaining the options a traditional spellcaster has available to them with the added benefit of a variety of elemental effects with which to do damage, although is not quite as strong as a Warrior and suffers from lack of range, unlike a traditional Mage. While strong physically, a Striker Witch has less defensive potential, especially against energy attacks.

Level: 1

Combat Mode: Magic Melee

Core Ability: Demonic Pact

Through a forbidden pact with a demon, Bloody Mary is able to augment her own physical and magical abilities through transformation. Using an incantation, she can enter a devilish form in which she gains claws on her hands and feet, wings, a tail, horns, and much sharper teeth, among other smaller changes. In this form Bloody Mary is capable of flight, her Strength increases by +1, she only takes 1/2 damage from Dark and Fire elemental attacks, and her Attack Method changes from Magical Melee to Physical Melee. However, she receives twice the damage from Light elemental attacks and a -1 penalty on Magical Defense. The incantation must be spoken and fully completed, takes one post to transform in which Bloody Mary cannot attack, no cooldown.

Weapon: Magical armbands, ritual tattoos, or mystic bangles. Anything that enhances her magical aura when using strikes. Similarly, these trinkets will also change the appearance and performance of her claws when in her demon form.

Appearance:

Lissamarie is a tough and toned little girl, coming in at 5'5" and 125lbs. A little unwomanly, her frame is athletic and muscular. Her hair is raven black in color with hints of magenta at the roots or in tight streaks through her shoulder length hairstyle. Her skin is a pale, almost grey color, as if she herself were a walking corpse, and which contrasts with her striking violet eyes. Her thin lips are normally set in a tight or absent frown along her round face. Lissamarie can commonly be found dressed to the nines in her favorite color: black. Black clothes, black nails, black lipstick, black eyeliner, black everything. As far as clothing itself goes, she dresses like a punk. You wouldn't catch her dead in a skirt (or anything that gives a glimpse of her legs for that matter), heavy boots, graphic tees or corsets or anything of that nature, and normally a layering garment such as a hooded sweatshirt, jacket, or robe.

History: Bloody Mary, Queen of the Arcane... or so she would have you believe. Lissamarie Angelica Hawethorne comes from a family of magic specialists, sole daughter to a Summon Knight and a Magical Girl. It was actually a family tradition for the women in her family to become Magical Girls, but the rebellious Lissamarie rejects these social norms! She formed a contract with a demon and started her winding, evil path of the Queen of the Arcane! Bloody Mary! ... Actually, her parents wouldn't let her change class from a Nobody until they felt she was responsible enough to make a life decision at such a young age i.e. graduating middle school and Lissamarie chose to be a Striker Witch out of spite, adding to the fact that no one there would remember her as a Nobody. But don't tell anyone that.

Theme Song


Catch Phrase: "You're kidding, right?"

Stats
HP Roll (accidentally rolled 2, take yer pick)
Stat Roll
HP: 6

Strength: 14 (+2)

Intelligence: 15 (+2)

Agility: 13 (+1)

Willpower: 4 (-3)

Vigor: 13 (+1)

Skills

Skill Name: Aura of Hellfire
Level Obtained: 1
Damage Type: Magical Melee
Element Type: Fire
Effect: The user emits a devilish, burning aura around their limbs, augmenting their attacks with the Fire element as well as adding the Intelligence modifier to any physical strikes. If the Intelligence modifier is already used in the attack type, add 1/2 of the Intelligence modifier (rounding down). Lasts for 3 post use, 3 post cooldown.
SomeSoldSoul said
Sorry! Went ahead and tacked it on at the end of the Statistic Changes section. Your character looks great (despite the bad rolls)!


Funnily enough, just as you were replying I changed more things. Core ability received stat-based modifiers. Transforming into a demonic form really didn't do anything she couldn't already do other than flight like the other character's abilities could (hammerspace, portals, teleportation, shadowmeld, etc.), so I configured each change to add some kind of specific stat boost along with it. Transformations take a few seconds and it would be cheap to do them all in one post and unbalanced to have them take a whole one (5 transformations to reach final form, 5 turns in a battle), so I added in the caveat that if she were to make a transformation, she couldn't attack that post. Is it alright or should I change it to something else?
Updated ma stats, skills, and level. Crap rolls, but whatcha gonna do? She's going to be a sort of comic relief wannabe villain anyway. Or I could just get lucky rolls.

Something I'll bring up, I assumed that the minimum base stat was 5 (as in your stats are 5 if you don't put anything into them) and went from there. Is that how it works? Either way, I would mention that in the starting post. Looking forward to rumblin' with y'all.
Know what? While I'm here, I'll make a CS excluding stats and level until the new system comes out. I'll include age assuming freshman, but expect the finer points of the CS to change.
-----------------------------------------------------------------------
Name: Lissamarie Angelica Hawethorne

Alias: "Bloody Mary"

Age: 15

Class: Striker Witch

An (literally!) unholy union between the martial and arcane arts, a Striker Witch specializes in overwhelming opponents in melee combat through physical attacks and magic buffs and area spells. This class maintains the edge of being able to dominate other classes in close while maintaining the options a traditional spellcaster has available to them with the added benefit of a variety of elemental effects with which to do damage, although is not quite as strong as a Warrior and suffers from lack of range, unlike a traditional Mage. While strong physically, a Striker Witch has less defensive potential, especially against energy attacks.

Level: 1

Combat Mode: Magic Melee

Core Ability: Demonic Pact

Through a forbidden pact with a demon, Bloody Mary is able to augment her own physical and magical abilities through transformation. Bloody Mary is able to gradually become part devil to aid her in combat, although the transformation takes time. She is able to grow wings to quickly traverse the battlefield and maintain flight (enables flight), a tail to assist in grappling (+1 to scenarios involving grappling, extra free limb when pinned), clawed hands and feet that increase her damage(+1 to melee), sharp teeth to enhance her bite (+1 to biting attacks), and horns to protect her head and add a small reduction in magical damage (+1 to cranial based melee defense, +1 to magic defense of any type). Each transformation must be completed separately and follows a spoken incantation. The incantation can be spoken while mobile, but must not be interrupted. The transformation itself will immobilize her for a few seconds while it takes place (Cannot attack in same turn as transformation). These transformations will gradually increase her resistance to Fire and Dark type attacks of any kind up to 50%, but will also make her more susceptible to light attacks up to 50% at the same rate (every transformation adjusts by 10%).

Weapon: Her own body. Can be enhanced through different gauntlets, greaves, gloves, and guards.

Appearance:


[center]Lissamarie is a tough and toned little girl, coming in at 5'5" and 125lbs. A little unwomanly, her frame is athletic and muscular. Her hair is raven black in color with hints of magenta at the roots or in tight streaks through her shoulder length hairstyle. Her skin is a pale, almost grey color, as if she herself were a walking corpse, and which contrasts with her striking violet eyes. Her thin lips are normally set in a tight or absent frown along her round face. Lissamarie can commonly be found dressed to the nines in her favorite color: black. Black clothes, black nails, black lipstick, black eyeliner, black everything. As far as clothing itself goes, she dresses like a punk. You wouldn't catch her dead in a skirt (or anything that gives a glimpse of her legs for that matter), heavy boots, graphic tees or corsets or anything of that nature, and normally a layering garment such as a hooded sweatshirt, jacket, or robe.

History: Bloody Mary, Queen of the Arcane... or so she would have you believe. Lissamarie Angelica Hawethorne comes from a family of magic specialists, sole daughter to a Summon Knight and a Magical Girl. It was actually a family tradition for the women in her family to become Magical Girls, but the rebellious Lissamarie rejects these social norms! She formed a contract with a demon and started her winding, evil path of the Queen of the Arcane! Bloody Mary! ... Actually, her parents wouldn't let her change class from a Nobody until they felt she was responsible enough to make a life decision at such a young age i.e. graduating middle school and Lissamarie chose to be a Striker Witch out of spite, adding to the fact that no one there would remember her as a Nobody. But don't tell anyone that.

Theme Song


Stats
HP Roll (take yer pick)
Stat Roll 55 points to distribute
HP: 6

Strength: 9 (-1)

Intelligence: 16 (+3)

Agility: 12 (+1)

Willpower: 8 (-1)

Regeneration: 10 (0)

Skills

Skill Name: Aura of Hellfire
Level Obtained: 1
Damage Type: Magical Melee
Element Type: Fire/Dark
Effect: The user emits a devilish, burning aura around their limbs, augmenting their attacks with both Fire and Dark elements as well as adding 1/3 magical damage (rounding down) to any physical strikes. Lasts for 3 post use, 3 post cooldown.
Y'know what... Know that you mention it, my character is pretty OP. Whelp, I can't think of a way to nerf her that makes sense or feels fluid, so I drop. Have fun you guys.
Sounds fun. Room for one more?
I would like to express my own interest as well, also a former Advanced RPer on the old forums. Seems fun, I like the premise, and there's a lot of detail to digest so far. Pretty impressive.
EDIT: Screw it, making a CS just in case.

Name: Hope Thomas

Alias/Nickname: Wisp

Age: 22



Personality: Hope is... let's be honest, a bit of a confrontational bitch. She's impulsive, rude, and self-centered. Most would liken her demeanor to that of a hurricane: wild and unpredictable, and often capable of large amounts of property damage. She can flit from explosive anger to emotional hysterics to antisocial brooding with the snap of the fingers, and more often than not burns her bridges or isolates herself. Not one would call a "team player". Hope is mainly concerned with her own survival above all else and will work toward self preservation or safety over the greater goods or evils of the world... but this normally results in minor evils or the aforementioned property damage.

That being said, Hope can be generally candid in a nonthreatening environment with like-minded individuals, and can even be easily persuaded to "do the right thing" when it directly benefits her or someone she has grown attached to. Although she retains her rough edges and may passively insult others as a form of endearment. In a nutshell, Hope is a crazy, self-serving ice princess.

Biography: Hope Thomas, better known as Wisp, was a petty criminal in Northport before becoming arrested. Generally notorious for shoplifting, theft, and massive property damage, she had long walked free due to her unpredictability and fondness for popping up, stealing/breaking things, and disappearing again. It was by chance that she had decided to rob a drugstore with a police speed trap nearby that was able to track her. They never caught her, but they paved the way for several police choppers and the National Guard to overwhelm her to a standoff. Miraculously, they took her in alive, and Wisp was transferred to the only prison designed to hold her kind.

The one hidden beneath Metropolis.

Upon Hope's arrival, she was immediately... readjusted... to the criminal atmosphere she had made herself familiar with. Without her abilities she was nothing but a weak cripple, and with her mouthy attitude Wisp was quickly put in her place, often abused and made MSP's unofficial whipping girl. With no other resources for holding entities as powerful as herself, Metropolis Superhuman Prison was coed, and it was only with the enhanced security and watchful guards that Hope had avoided the less reputable parts of the prison experience. Weeks turned into months, and time began to take its toll on the unruly woman. She became submissive, smuggling items and information from the security personnel to get by, and spending however many days in the Substance Abuse Rehab block to avoid the more dangerous and unpleasant inmates. But it was soon that she began to feel stronger, no longer the weak cripple she had been. Wisp could tell her power was coming back bit by bit. She wasn't breathless by the time she reached the front of the lunch line, she could lift her own tray as if it wasn't made of brick. She began to grow bolder, cockier, and her confidence and arrogance returned. It returned enough for her to act on the information that she happened to keep up on, and use her connections to worm her way into a scheme to escape on her Community Room rotation on Sunday. And Sunday was soon approaching.

Skills: Hope has very few skills that benefit her, relying heavily on her powers to get her by. But she does have a few useful knowledge bases to rely on. One of them would be subterfuge. Hope is a good liar and very capable of sliding something past anyone concerned, be that information or an important object. She is also streetwise and knows who to talk to, how to talk to them, who to avoid, and all the unwritten rules that exist among lower class thugs. While not remarkably bright, Hope is a genius when it comes to spatial intelligence, the type that can solve a Rubix cube blindfolded and pick apart a combustion engine in a matter of minutes. This supplements her architectural know-how, having experience in the structure and designs of buildings in the past.

Powers: Gravitational Manipulation

Hope is capable of bending gravitational forces to her will via telepathic control of anti-matter, allowing her to make gravity heavier, lighter, nullify it, or point it in different directions. This ability extends itself to many applications, which will be covered in brief.

Levitation/Gravikinesis: Hope can alter the pull of gravitational forces to allow herself flight, levitate and throw objects, suspend people or objects in midair, or walk on walls or ceilings.

Gravitational Aura: Exuding a field of gravity, Hope can make her surroundings heavier, lighter, or a mix of the two to include suspending gravity within the area or pointing it in a different direction. With conscious effort she can affect this power differently to multiple entities, making herself lighter and an opponent heavier for example. With this power she can simulate superior strength by lowering the weight of unanchored objects and guiding them in the directions she wishes to move them. Her gravitational aura is completely autonomous when used very simply, and is the reason her prosthetic limb moves on its own without an mechanical means to do so.

Gravitational Affinity: She is selectively immune to the gravitational influence of other entities and is able to detect when gravity is being manipulated in her general surroundings. This extends to atmospheric pressure (a.k.a. her lungs won't collapse so far up in the sky) but nothing else, meaning that other methods to restrain her such as telekinesis would have a normal affect on her.

Anti-Gravity: Opposed to a normal gravity well, Hope can create one that does the opposite and repels instead of attracts. Hope can use this to maintain distance from an aggressor or deflect low-speed projectiles.

Vertigo: With great concentration and effort, Hope can create multiple, swirling gravity fields about a target's body, causing clumsiness, great loss of motor control, dizziness, confusion, and nausea. She is effectively incapable of performing other actions with her powers while maintaining the use of this one, and cannot hold it for long.

Other: More backstory will be revealed, so the bio generally begins right before she was arrested and during her stay in prison. Also she's a bit of a druggie.
© 2007-2024
BBCode Cheatsheet